Thank you for the helpful replies guys.[smilie]../../../images/forum/emoticons/smile.png[/smilie]
I have recreated my werewolf animation script using the new LS-TK Script Generator so that you guys can see the script in full to understand the full use and the bits I missed out previously.
// Put this script OnEnter.
void main()
{
object oActor;
// Get the creature who triggered this event.
object oPC = GetEnteringObject();
// Only fire for (real) PCs.
if ( !GetIsPC(oPC) || GetIsDMPossessed(oPC) )
return;
// Have "WhiteWerewolf" perform a sequence of actions.
oActor = GetObjectByTag("WhiteWerewolf");
AssignCommand(oActor, ActionWait(22.0));
AssignCommand(oActor, ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY1));
AssignCommand(oActor, ActionWait(2.0));
AssignCommand(oActor, ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY2));
AssignCommand(oActor, ActionWait(2.0));
AssignCommand(oActor, ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY3));
}The one i showed earlier, I had to take out the line :
object oPC = GetEnteringObject();It was already used in an earlier part of my script, and it wouldn't compile unless I took it out.
Secondly, reading your replies, I tried the same animation script, but testing out using 1 of the npc elf models as
"Lightfoot8" suggested, instead of using the werewolf npc model.
I have found that (as
"Lightfoot8" mentioned) this is an issue with the actual werewolf model.
The script compiles successfully, no errors e.t.c.
But definitely the npc models.
The npc elf did the animations very successfully, unlike the werewolf who just stood there doing nothing.
:-/
*sigh!*Also, I changed the amount of time inbetween the animations when I realized my mistake.
So for the 1st one, the npc would wait 22 secs, then do 1st animation, then wait 2 secs and do 2nd animation and another 2 secs to do the 3rd animation. I got a bit confused at first, but that part is right now.
I guess there are certain animations in the game which only certain npc's can do.
I have a couple of wolf npcs in 1 area doing the howl animation before a howling sound is heard in the background/foreground. So I realize that you probabaly couldn't add the same howling animation to other npcs, (like a dwarf or human for e.g.) as it wouldn't work. :-/
*sigh!*Personally I think that would be a great shame, as you could create a scene (for e.g.) with a human npc howling into the distance before turning into a werewolf. That would make for part of an interesting story I think.
But anyway, I guess this now becomes a custom content issue as
Lighfoot8 mentioned.
Looks like I'll have to rethink what my werewolf should do now, and having learnt what I have now, I think I'm going to take this to the custom content section and see if there's anything that anyone could do about it.
Thanks again.